Just finished now the temple-fortress complex. Will now start the space station. But, as I warned, don't expect much of mingled textures on this station, except for asteroids.
Also, as a treat:
SPECIAL THANKS TO:
@Ahli634 - For making the best bridge tutorial I could learn. Thanks for it! :)
So, folks, another week passes on. And, as usual, I have to deliver my promises.
I'm just finishing the space platform by now and, after that, there'll be my first indoor showcase. Yup, installation insides, everyone! :D
For now, however, let's focus on this one work, which I say it took a lot of work, but it was worth it. In my opinion at least. This map is supposed to showcase the large man-made area as the star, but I didn't ignore any of the other areas around it.
So, behold, a Protoss Fortress-Temple. (For showcase issues, this will be from outside to inside)
This is what is supposed to be a starting point for the players who'll fight this map on my future campaign. Basically I took some concepts from IskatuMesk's "Apex" project concerning smart building and how this will affect player behaviour.
Some mountain jungle, close to an enemy base.
The gap and the bridge. Special thanks to @kalirinis for making the intact bridge version. :)
A possible expansion area.
One of the maps mountain passes. Somehow I like this twisted mix between a desolate area and some grass in it.
Another expansion site, but I've put several destructible rocks in there on purpose to force the player (Computer or not) to keep attacking it and see if the expansion is worth taking or not.
My newest attempt at a mountain.
One of the entrances to the Fortress-Temple. Remember that watch tower I asked on the models' thread? That was the purpose. But, since I couldn't get it, I had to improvise some recoloring...
An access to one of the border walls. Mostly an homage to the old stairs of Aiur in the Brood War editor, but I kinda wished this ramp could look like a protoss version of the installation stairs, also in the Brood War editor.
The bottom center area of the temple, and where one of the Protoss bases will reside.
The top center area of the temple, which I'd like to call the ceremonial square. Here, there will be two small bases, both coordinating at the same time against the player. This area will have to be fought before arriving at the Relicary.
The Xel'Naga Relicary at the center of the map, and the main goal of the player in this mission. I particularly liked doing this part, the Xel'Naga Shrine always reminded me of Isengard, in LOTR. But the rivers definitely called in some quite bit of heavy work.
One of the improvised river dams near the Relicary.
A better look at the tower, without the damn arches disturbing the vision.
Comments? Ideas? Don't be afraid of posting them! :)
Well, see you next week here so I can show you the space station! Cheerio!
Wow. I gotta decide which one will be my next computer background. Maybe I should just make it toggle between the pictures. In any case, I understand the feel you were going for in the Relicary, but the way it looks right now gives the impression that someone could just fly in from behind and plunder its treasures. Maybe you could make that area feel a bit more occupied.
Well, boys, another week has passed. Well, not really. I'm on a day in advance, but hey, what other better way is there to please people? ;)
Now that I'm almost done on my installation map, why not go on with a different stuff this time. Something like, the ALPHA 66 STATION!
Now, open your lore manual on page 2:
Station Alpha 66 is, by far, the farthest space station, on the edge of the Koprulu Sector and near Tal'Darim space. Under the care of the conservative Umojan Protectorate, Alpha 66 has multiple functions, from a drydock and refueling station, to a border research facility and an early warning post for enemy incursion cases. Thus far this station has went on untouched by warfare, and only resides a small regiment of Umojan personnel dedicated to securing and upkeeping the station.
Before people complain, yes, it's looking empty at the time, but I'll fill it later.
For now, however, SCREENIES! :D
The starting point for the player on this mission.
C'mon, guys, you really think It's just on planets you've got Vespene Processors?
Mineral Processing Station and assembly bay, all in one.
More views of the Assembly Bay.
The science wing of the station. I know, it feels empty, but that's where one of the bases will be set.
The main power station. Yep, there will be a base there.
An attached asteroid, being stripped of it's wealth by substantial mining efforts.
Corridors. Just so.
A drydock for some of those cruisers. Inspired by @tethalion, yours truly. :)
A pretty nimble starport, where people wait, and where a base will be set.
JEFF BRIDGES!!! xD
A side dock, for Dropships and Hercules.
The Umojan Protectorate's Decal, marking their territory. Blessed be @BorgDragon for his texture contribution. But I still do want my Alphabet decals!
A scrap processing facility, which is actually beneath the platings of the space station. It's the most empty, but it's also where my most cluttered base will be.
Well, that's it guys, see you next week with the installation. Then it will be something... deep. I'll let you guess what. :)
Speaking of the installations, I just made my pre-purchase of Heart of the Swarm. Take your chance and get it too. I'm already having some bad ideas for those new doodads... MWUAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!
With your mountain just alter the tint of some of the bulking grey rocks a little so it looks less monotonous. Also your temple gate tooks very narrow, you sure that will not influence gameplay.
On your asteroid the one vespene geyser is in a corner which might impact on utilization.
Maybe add a lightning spark between those two pipes over the jeff bridge.
Going to give some quite easy suggestions that might make your terrain better, seeing that you pointed out you don't have that much time on your hands:
@City:
The gate could be made more clear with the addition of a 'Valhalla base door' or 'Space platform cliff door' doodad.
Could be quite tedious but the buildings in the commercial part could be spiced up with some more billboards.
Some decals around the structures in the military base to make them fit in more, curves at the corners for instance.
'Avernus barrier' is a good filler for areas with high yield minerals and vespene gas, no big deal though.
Hiding the metal arches bases in the cliff by lowering them.
Cars, people?
People wont notice the vespene tank at the gas station from an RTS view, consider making it another variation with visible vespene tubes.
Try mucking about with the HDR for those bridges so they match the colour of the roads better.
Did you see my reply about my decals map by the way? I could give another alphabet a shot if that's what you're looking for.
So now, another week gone, for another submission to come to life. Last week I showed you something man-made, a space station. But that was outdoor work. What of indoor? What of inside, not just a station, but a Command Center? Or a factory? Or even a simpleton Supply Depot?
Indoor missions have been a part of Starcraft since inception. Who doesn't remember the time of playing the demo mission "Den of the Beast", burning Zerglings with your Cerberus Firebats? Or having Raynor and his former partners in the Sons of Korhal strike "The Jacobs Installation", to recover some data for Mengsk, who was only a revolutionary at the time, and not an Emperor? Or killing multiple Terrans as a cloaked Kerrigan in "Amerigo", before the Overmind even invaded Aiur in the first place? Blizzard had dedicated a single tileset entirely to indoors, and, albeit simplistic, it was enjoyable at it's best.
Now, we're at 2012, but the indoor feeling of Starcraft II wasn't displayed properly. Yes, there's the Castanar mission, but you wouldn't call that a proper indoor mission, but rather a run to the reactor and back. There was a lack of emotional feeling in the Castanar installation, mostly, I think, because there was more labs than anything else. Yes, I know Castanar Station is a top secret lab, but a little more dedication to most other things besides more and more stasis tubes would be appreciated.
Therefore, that's how I came to make this particular and single installation map, not only as a proper demonstration of how an installation's inside should feel like, but also as a reminder to the old days of those missions in Starcraft Vanilla and Brood War.
But, firstly, let's be honest about one thing: I didn't make this installation this week. This was long done before I even considered starting a thread here, and I only returned to polish it a little bit. Let's just say I decided to show it now because I needed some resting time between making the two final projects.
Unfortunately, that's the bad news in the long run. There'll be two more things to showcase you in this thread and then finito, it's over. But it's not because either the project was cancelled or foul play, but rather because I like to show people one different thing at a time, and the remaining maps I'll make in my campaign will somewhat be on the same ambience and repetitive, so it isn't worth it showing every step of it to you people unless I decide it worth it.
For now, however, no dwelling in bad news. Instead, let's dwell inside a Terran Installation.
A small lab of horrors, unnaturally sterilized for some admirers.
A lounge room and firing range hybrid room. I should consider rescaling the equipment at a later date...
A little assembly of it's own, which confuses players on where the hell are truly the heroes at.
The prison brig. The columns were added days before submitting this entry, as I felt the large brig was too... empty. Besides, if there were some iron beams without pillars, maybe some indoor features would be possible...
A reactor room which you get to destroy to progress. Fight the power!
A suspicious arboreum, garden room, too beautiful to be inside an installation. You get to be in here, and this was inspired by that Oracle garden shootout in Iron Man 2.
An elevator entrance. No smoking and farting allowed.
Last, but not least, the Garage from which you'll enter. Or exit, I don't know...
Well, this is it. Compared to my latest entries, I'd say this is the poorest of them all. But I was thinking more about functionality here than anything else, and I was busy making the other maps.
Oh, what the hell. See you next week for the next entry, before the last one.
This is fuckin' awesome, man. Your maps look great and you have a great way to make them feel realistic by actually having them be very specific things (gardens, garages, etc), instead of just "rooms" or "sections".
Was this part of a campaign? I hope you have the gameplay and story to match the terrain. I think one of the reasons we've have so many lackluster campaigns is many map makers' inability to either delegate what they can't do or maybe learn it. A great campaign should have great gameplay, great terrain, and a great story. I am optimistic here, though.
Almost everything shown here is meant for a campaign I'm making. I just posted it here for opinions.
Well, the story and gameplay, I'm not so confident. Apart from a few scenes and twists, suffice to say it's basically a different re-telling of the Enslavers campaign.
I'm just making a starting point for myself in campaign-making terms. Kind of an Antioch for myself, if you ask me.
I REALLY!!!, hope this isnt a multiplayer map that will have over 5 units on the map :P you sir are going to have some MAJOR lag, due to all the moving doodads on the map.
No, that wasn't exactly what I meant. When I spoke about Enslavers, I said the presentation and the premise were akin to Enslavers, but my story was twisted so it'd be original. I wouldn't be so stupid to copy other people's work when I've got my own.
When I mentioned Antioch, too, what I meant was that Antioch Chronicles kickstarted people's interest in using StarEdit and braving it to make their BW campaigns. I kind of think this campaign of mine should be an Antioch of it's own, on the concept of garnering people's interest towards mapping and modding SC-II in the editor.
What? Nah with that many, he will be lagging down i5's and down.... It will take a ton. And if its multiplayer don't forget that the lowest players speed is what EVERYONE plays at. so if one person lags everyone lags.
A couple suggestions:
1. Slow the animations on the model tab, get them as slow as possible, but keep them fast enough to still look good.
2. And building or anything that doesnt have to be as big as it is, shrink it as much as you can.
There's more to say: *Placeholder*
This is awesome.
UPDATE - November 18th:
Just finished now the temple-fortress complex. Will now start the space station. But, as I warned, don't expect much of mingled textures on this station, except for asteroids.
Also, as a treat:
SPECIAL THANKS TO:
@Ahli634 - For making the best bridge tutorial I could learn. Thanks for it! :)
@kalirinis: For the intact temple bridge.
Hello Sir :)
Wow , i'm impressed ! Your projects are AWESOME ! And your City is better than blizzard maps !
In 2 years of map-making i never created something like this , can you pls post the map ? :)
@IeZaeLsc2: Go
Sorry, dude, only when the campaign is finished.
So, folks, another week passes on. And, as usual, I have to deliver my promises.
I'm just finishing the space platform by now and, after that, there'll be my first indoor showcase. Yup, installation insides, everyone! :D
For now, however, let's focus on this one work, which I say it took a lot of work, but it was worth it. In my opinion at least. This map is supposed to showcase the large man-made area as the star, but I didn't ignore any of the other areas around it.
So, behold, a Protoss Fortress-Temple. (For showcase issues, this will be from outside to inside)
This is what is supposed to be a starting point for the players who'll fight this map on my future campaign. Basically I took some concepts from IskatuMesk's "Apex" project concerning smart building and how this will affect player behaviour.
Some mountain jungle, close to an enemy base.
The gap and the bridge. Special thanks to @kalirinis for making the intact bridge version. :)
A possible expansion area.
One of the maps mountain passes. Somehow I like this twisted mix between a desolate area and some grass in it.
Another expansion site, but I've put several destructible rocks in there on purpose to force the player (Computer or not) to keep attacking it and see if the expansion is worth taking or not.
My newest attempt at a mountain.
One of the entrances to the Fortress-Temple. Remember that watch tower I asked on the models' thread? That was the purpose. But, since I couldn't get it, I had to improvise some recoloring...
An access to one of the border walls. Mostly an homage to the old stairs of Aiur in the Brood War editor, but I kinda wished this ramp could look like a protoss version of the installation stairs, also in the Brood War editor.
The bottom center area of the temple, and where one of the Protoss bases will reside.
The top center area of the temple, which I'd like to call the ceremonial square. Here, there will be two small bases, both coordinating at the same time against the player. This area will have to be fought before arriving at the Relicary.
The Xel'Naga Relicary at the center of the map, and the main goal of the player in this mission. I particularly liked doing this part, the Xel'Naga Shrine always reminded me of Isengard, in LOTR. But the rivers definitely called in some quite bit of heavy work.
One of the improvised river dams near the Relicary.
A better look at the tower, without the damn arches disturbing the vision.
Comments? Ideas? Don't be afraid of posting them! :)
Well, see you next week here so I can show you the space station! Cheerio!
Wow. I gotta decide which one will be my next computer background. Maybe I should just make it toggle between the pictures. In any case, I understand the feel you were going for in the Relicary, but the way it looks right now gives the impression that someone could just fly in from behind and plunder its treasures. Maybe you could make that area feel a bit more occupied.
Well, boys, another week has passed. Well, not really. I'm on a day in advance, but hey, what other better way is there to please people? ;)
Now that I'm almost done on my installation map, why not go on with a different stuff this time. Something like, the ALPHA 66 STATION!
Now, open your lore manual on page 2:
Station Alpha 66 is, by far, the farthest space station, on the edge of the Koprulu Sector and near Tal'Darim space. Under the care of the conservative Umojan Protectorate, Alpha 66 has multiple functions, from a drydock and refueling station, to a border research facility and an early warning post for enemy incursion cases. Thus far this station has went on untouched by warfare, and only resides a small regiment of Umojan personnel dedicated to securing and upkeeping the station.
Before people complain, yes, it's looking empty at the time, but I'll fill it later.
For now, however, SCREENIES! :D
The starting point for the player on this mission.
C'mon, guys, you really think It's just on planets you've got Vespene Processors?
Mineral Processing Station and assembly bay, all in one.
More views of the Assembly Bay.
The science wing of the station. I know, it feels empty, but that's where one of the bases will be set.
The main power station. Yep, there will be a base there.
An attached asteroid, being stripped of it's wealth by substantial mining efforts.
Corridors. Just so.
A drydock for some of those cruisers. Inspired by @tethalion, yours truly. :)
A pretty nimble starport, where people wait, and where a base will be set.
JEFF BRIDGES!!! xD
A side dock, for Dropships and Hercules.
The Umojan Protectorate's Decal, marking their territory. Blessed be @BorgDragon for his texture contribution. But I still do want my Alphabet decals!
A scrap processing facility, which is actually beneath the platings of the space station. It's the most empty, but it's also where my most cluttered base will be.
Well, that's it guys, see you next week with the installation. Then it will be something... deep. I'll let you guess what. :)
Speaking of the installations, I just made my pre-purchase of Heart of the Swarm. Take your chance and get it too. I'm already having some bad ideas for those new doodads... MWUAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!
See ya!
Those battlecruiser dry-docks are sick. The SC1 remake campaign needs some of those.
@DeltaCadimus: Go
With your mountain just alter the tint of some of the bulking grey rocks a little so it looks less monotonous. Also your temple gate tooks very narrow, you sure that will not influence gameplay.
On your asteroid the one vespene geyser is in a corner which might impact on utilization.
Maybe add a lightning spark between those two pipes over the jeff bridge.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DeltaCadimus: Go
Going to give some quite easy suggestions that might make your terrain better, seeing that you pointed out you don't have that much time on your hands:
@City:
Did you see my reply about my decals map by the way? I could give another alphabet a shot if that's what you're looking for.
And one last thing: Great work! :D :D :D
So now, another week gone, for another submission to come to life. Last week I showed you something man-made, a space station. But that was outdoor work. What of indoor? What of inside, not just a station, but a Command Center? Or a factory? Or even a simpleton Supply Depot?
Indoor missions have been a part of Starcraft since inception. Who doesn't remember the time of playing the demo mission "Den of the Beast", burning Zerglings with your Cerberus Firebats? Or having Raynor and his former partners in the Sons of Korhal strike "The Jacobs Installation", to recover some data for Mengsk, who was only a revolutionary at the time, and not an Emperor? Or killing multiple Terrans as a cloaked Kerrigan in "Amerigo", before the Overmind even invaded Aiur in the first place? Blizzard had dedicated a single tileset entirely to indoors, and, albeit simplistic, it was enjoyable at it's best.
Now, we're at 2012, but the indoor feeling of Starcraft II wasn't displayed properly. Yes, there's the Castanar mission, but you wouldn't call that a proper indoor mission, but rather a run to the reactor and back. There was a lack of emotional feeling in the Castanar installation, mostly, I think, because there was more labs than anything else. Yes, I know Castanar Station is a top secret lab, but a little more dedication to most other things besides more and more stasis tubes would be appreciated.
Therefore, that's how I came to make this particular and single installation map, not only as a proper demonstration of how an installation's inside should feel like, but also as a reminder to the old days of those missions in Starcraft Vanilla and Brood War.
But, firstly, let's be honest about one thing: I didn't make this installation this week. This was long done before I even considered starting a thread here, and I only returned to polish it a little bit. Let's just say I decided to show it now because I needed some resting time between making the two final projects.
Unfortunately, that's the bad news in the long run. There'll be two more things to showcase you in this thread and then finito, it's over. But it's not because either the project was cancelled or foul play, but rather because I like to show people one different thing at a time, and the remaining maps I'll make in my campaign will somewhat be on the same ambience and repetitive, so it isn't worth it showing every step of it to you people unless I decide it worth it.
For now, however, no dwelling in bad news. Instead, let's dwell inside a Terran Installation.
A small lab of horrors, unnaturally sterilized for some admirers.
A lounge room and firing range hybrid room. I should consider rescaling the equipment at a later date...
A little assembly of it's own, which confuses players on where the hell are truly the heroes at.
The prison brig. The columns were added days before submitting this entry, as I felt the large brig was too... empty. Besides, if there were some iron beams without pillars, maybe some indoor features would be possible...
A reactor room which you get to destroy to progress. Fight the power!
A suspicious arboreum, garden room, too beautiful to be inside an installation. You get to be in here, and this was inspired by that Oracle garden shootout in Iron Man 2.
An elevator entrance. No smoking and farting allowed.
Last, but not least, the Garage from which you'll enter. Or exit, I don't know...
Well, this is it. Compared to my latest entries, I'd say this is the poorest of them all. But I was thinking more about functionality here than anything else, and I was busy making the other maps.
Oh, what the hell. See you next week for the next entry, before the last one.
This is fuckin' awesome, man. Your maps look great and you have a great way to make them feel realistic by actually having them be very specific things (gardens, garages, etc), instead of just "rooms" or "sections".
Was this part of a campaign? I hope you have the gameplay and story to match the terrain. I think one of the reasons we've have so many lackluster campaigns is many map makers' inability to either delegate what they can't do or maybe learn it. A great campaign should have great gameplay, great terrain, and a great story. I am optimistic here, though.
@EivindL: Go
Almost everything shown here is meant for a campaign I'm making. I just posted it here for opinions.
Well, the story and gameplay, I'm not so confident. Apart from a few scenes and twists, suffice to say it's basically a different re-telling of the Enslavers campaign.
I'm just making a starting point for myself in campaign-making terms. Kind of an Antioch for myself, if you ask me.
Antioch?
Want my advice? Make something of your own. There are so many stories from the sidelines of the official lore, which I find boring.
Yeah people want original creations.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DeltaCadimus: Go
I REALLY!!!, hope this isnt a multiplayer map that will have over 5 units on the map :P you sir are going to have some MAJOR lag, due to all the moving doodads on the map.
@Taintedwisp: Go
Only people with stoneage comps.
But true I would place a 500 unit cap on it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@EivindL: Go
No, that wasn't exactly what I meant. When I spoke about Enslavers, I said the presentation and the premise were akin to Enslavers, but my story was twisted so it'd be original. I wouldn't be so stupid to copy other people's work when I've got my own.
When I mentioned Antioch, too, what I meant was that Antioch Chronicles kickstarted people's interest in using StarEdit and braving it to make their BW campaigns. I kind of think this campaign of mine should be an Antioch of it's own, on the concept of garnering people's interest towards mapping and modding SC-II in the editor.
@DrSuperEvil: Go
What? Nah with that many, he will be lagging down i5's and down.... It will take a ton. And if its multiplayer don't forget that the lowest players speed is what EVERYONE plays at. so if one person lags everyone lags.
A couple suggestions: 1. Slow the animations on the model tab, get them as slow as possible, but keep them fast enough to still look good.
2. And building or anything that doesnt have to be as big as it is, shrink it as much as you can.
@Taintedwisp: Go
I never meant for ANY of them to be played directly through B.Net. I've made them to be directly played through "Test Document".